On some systems SDL_SetRelativeMouseMode() can fail under several
circumstances. For example:
- Security software is blocking acces to raw input.
- XInput 2 is unavailable.
- SDL2s configure script has messed up.
Detect those situations and reposition the mouse manually to the
window center after having read it's current state. This fixes
issue #34 an #35.
Input devices should send key events and nothing more. The ability to
add commands into the input buffer was used by the joystick code
(removed long time ago) and as a dirty hack to work around limitations
of DirectInput.
- Remove the keyq. This linked list was used to work around limitations
of the good, old DirectInput API. It's not necessary with SDL.
- Inline some functions to others where apropriate and remove unused
or unnecessary functions.
- Reorder functions into groups.
- Update comments.
This commits still misses necessary changes to the frontend. They'll be
done in subsequential commits.
Pressing two mouse buttons at the same time didn't work properly, only
one had effect, e.g. when pressing LMB to walk forward and RMB to shoot
(when bound like that...)
Not sure why that was, but the old mouse button handling (inherited from
the super-old win32 backend where it was supposed to work around bugs in
WinAPI or whatever, where sometimes there were two mouse button presses
in one event or something) was unnecessarily complicated anyway so I
replaced it with something simpler.
Make non global functions static, give some better names to variables,
remove unneccessary special cases and remove some superflous functions.
Form most - if not all - users this changes should be a no-op.
The quake2 binary now gets -DSDL2 in the CFLAGS, so Win32/OSX can
use different #include paths accordingly.
This is also (ab)used to print which SDL version is used on startup.
Don't use this for anything else, use
#if SDL_VERSION_ATLEAST(2, 0, 0)
instead.
I haven't tested building on/for Win32 or OSX, there may be more
work to do.
Furthermore I added Copyright-Info about CalculateGammaRamp()
in refresh.c (it's from SDL2)
* Fix input issues (mouse-wheel and mouse input)
* SDL2 is not default anymore in the Makefile (use WITH_SDL2=yes)
* If SDL2 is enabled, CD audio is disabled (SDL2 doesn't support
that - use OGG/Vorbis instead)
* Small fix to make it compile with SDL1.2 again
Makefile is adjusted, it compiles and works mostly, but
* For some reason (bug in SDL_GetRelativeMouseState() ?)
mouse input doesn't work properly.. it seems to be bound
to window borders, even if input is grabbed
* some keys can't be used anymore because there's no SDLK_*
for them anymore (gotta find out if this is important)
* Maybe some of the changes need cleanup
With this change the "refresh" make target doesn't any longer exists.
It was merged into the "client" target. One will need a "make clean"
before building yQ2 after this change.
These are the code changes and Makefile changes necessary to build and
run Yamagi Quake II on Max OS X. OS X 10.6 or higher is required, older
version may work but we cannot guarantee it. The documentation will be
added in another commit. This patch was contributed by W. Beser, I made
only some small cosmetical changes.